Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
djxstream
i always liked the spheres over discard. that game just proved it.
Assuming we play literally infinite discard spells we won't be able to prevent them from topdecking cards of relevance. Modern Jund players can attest to this in the Scapeshift matchup.
Spheres and Thorns, on the other hand, mean they can never place those spells on the stack in the first place.
Sign me up for Team Sphere.
Re: [Deck] R/G Combo Lands
Give me both! T1 discard, T2 Sphere, some manadenial... Living the dream :laugh:
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
djxstream
i always liked the spheres over discard. that game just proved it.
This was a beautiful match too see. But lets be honest, hardly proof of how good sphere is in the S&T matchup, because David Long was very lucky here.
Quote:
Originally Posted by
barcode
Assuming we play literally infinite discard spells we won't be able to prevent them from topdecking cards of relevance. Modern Jund players can attest to this in the Scapeshift matchup.
Spheres and Thorns, on the other hand, mean they can never place those spells on the stack in the first place.
Sign me up for Team Sphere.
Both Thoughtseize and Sphere are alike, they gain us time to combo first. And both cards will eventually loose the game if you don't pare it with a quick token. Both cards also have different qualities, which makes them better depending the matchup. Spheres are great as they stall sculpting, and tax stormcount. And they have great synergy with the maindeck manadenial.
But they are not very good against S&T. Because S&T needs less sculpting than others, due to running 8 fatties and 8 enablers, and because it runs mana acceleration in sollands and petals to cast a single gamewinning spell that only costs 3 or 4. Manascrewing S&T is way less efficient than it is to lock up Storm. And besides their combo, they have bloodmoon, up to 3 pieces these days, which is pretty much a 1-card-combo against us. And as al combodecks, they have some bouncespells that will take care of a quick token as well.
THat's why discard is so good here, as it's versatility can tackle many opposing gameplans, whereas spheres are all-in on the manadenial. As Chatto states, you can run them both, depending on your meta. Many Storm, go for spheres. But if it lacks Storm (which looks to be the case right now), I think you should try the discard as well.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
zombie_sky_diver
I have a question that may sound silly, and something I have not tried. For the players who run Chalice in the SB, have you considered bringing it in VS. Miracles.
I know that sounds stupid, but after watching gigapatrick's videos this week (4 Miracle MU's, good god) I thought that if, IF you can land it before they assemble they're CounterTop Lock you put them is a worse position then yourself. After all, if they have the Lock out your not casting anything CMC 1 anyway. At least if you have a Chalice on 1 not only do you KO half their deck but stop their Swords.
Any thought on that? I plan to try it next I get to play. It would also make the SB Chalice more useful outside of the Storm MU.
Definitely bring in Chalice against Miracles. No question about it. An option would be to also board out some number of one drops (specifically Manabond and Crop Rotation) to make Chalice more asymmetrical.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
gigapatrick
Definitely bring in Chalice against Miracles. No question about it. An option would be to also board out some number of one drops (specifically Manabond and Crop Rotation) to make Chalice more asymmetrical.
Yep. This specifically.
Chalice helps protect Marit Lage from Plow. It also stops Top and dig spells.
Of course, every Miracles player everywhere always seems to find their Wear//Tear(s) so do expect to get 2-for-1'd when they destroy an Exploration and Chalice. Try to kill them before that happens.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
barcode
Yep. This specifically.
Chalice helps protect Marit Lage from Plow. It also stops Top and dig spells.
Of course, every Miracles player everywhere always seems to find their Wear//Tear(s) so do expect to get 2-for-1'd when they destroy an Exploration and Chalice. Try to kill them before that happens.
Yeah, I'd say that Wear / Tear is the main reason that RG's sideboard plan against Miracles no longer seems that great to me. Before Miracles players caught on to the fact that Wear / Tear wrecks us, Chalice and Choke destroyed them--but now you get quonked every time.
Re: [Deck] R/G Combo Lands
I've been playing the RGB version and I can't figure out where the Dark Confidants are good. When do they get boarded in and for what cards?
Re: [Deck] R/G Combo Lands
Played yesterday the standard RGB version and i think i preffer the explosiveness of RG
Re: [Deck] R/G Combo Lands
That's my list. The Tracker was a last minute fun-of that I wanted to try out - if I were to keep a creature in that slot in the future it'd be the 4th Confidant or a Primeval Titan. What did you add over the 4th DD in the main?
Quote:
Originally Posted by
Philipp2293
Karakas is not bad to have in the mirror, but nothing your oponent can't play around.
Took down a local tournament qualifier for a mixed format 16 player invitational at the end of the year with a Dark Lands list with Punishing Fire, basically this list with the following modifications:
http://tcdecks.net/deck.php?id=20117&iddeck=153330
MD -1 Karakas + 1 Crop Rotation
SB - 1 Tireless Tracker - 2 Sphere of Resistance + 1 Karakas + 1 Dark Depths + 1 Krosan Grip
My rounds were:
4C Delver (2-1)
Elves (2-0)
UR Omnishow (2-0)
Jund (ID)
Miracles (great player, wanted to play it out for standings) (1-0)
T8: BUG Delver (2-0)
T4: Elves (2-0)
Finals: Conceede by the miracles player, since he is already qualified anyway.
MVP was definitely Dark Confidant. Brought him in in every matchup and caught at least my Delver oponents with it. The Miracles game I only won because of being on the Dark Lands list. A timely Decay allowed my to take out his CB and resolve one more Loam and an Exploration, which gave me the ressources to Port his white sources and make a Token eot a few turns afterwards. Most annoying card I faced was Pithing Needle (out of Elves and Delver), but being on Dark Lands was fine also in this regard. I could theoretically run back this list today, but I'm considering running another deck, since there were a lot of not so great MUs represented (multiple Burn, Enchantress and Omnishow decks).
Re: [Deck] R/G Combo Lands
So I just got my butt kicked by d and t. I made a turn one token, yes a turn one. He had plow in hand. I then lost to a beat down with him having mom on board so even when I drew a removal it was pointless. Game 2 was just as bad, never got to make a token and he bet me down with creatures with mom backup. What exactly is the strategy in betting this deck? What are good sideboard cards and what should I take out?
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Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Kuma
I've been playing the RGB version and I can't figure out where the Dark Confidants are good. When do they get boarded in and for what cards?
Bob is really good when you are going to go for a longer game. Great against Miracles or other non combo blue decks, also Maverick (in my experience). Against Miracles, I usually take out Wastelands, maybe a gamble/loam/exploration and 1x Pfire. I've had bad experiences with counterbalance landing and me just drawing those.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
CovenantElite30
So I just got my butt kicked by d and t. I made a turn one token, yes a turn one. He had plow in hand. I then lost to a beat down with him having mom on board so even when I drew a removal it was pointless. Game 2 was just as bad, never got to make a token and he bet me down with creatures with mom backup. What exactly is the strategy in betting this deck? What are good sideboard cards and what should I take out?
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Obviously, there's no real way you can mulligan a hand capable of doing a T1 Marit Lage but the matchup is all about board control. You should focus on locking the game up with Punishing Fire/Mazes/Tabernacle over aggressively going for the combo because DNT does and will have answers to the token. Once you have the game state locked up - winning is elementary. You should be boarding in Grips and don't be afraid of taking down a Vial with it especially when they're light on actual mana. Death and Taxes is a favourable matchup for Lands - you just need to establish your role as the control deck.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
CovenantElite30
So I just got my butt kicked by d and t. I made a turn one token, yes a turn one. He had plow in hand. I then lost to a beat down with him having mom on board so even when I drew a removal it was pointless. Game 2 was just as bad, never got to make a token and he bet me down with creatures with mom backup. What exactly is the strategy in betting this deck? What are good sideboard cards and what should I take out?
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What you can do, is Pfire Mom in your opponent's turn. He'll tap it to protect itself, and then in your turn you can fire again.
Re: [Deck] R/G Combo Lands
Hey guys!
Just a short question regarding the RGB / Dark Lands list: In which MUs do you normally board the Dark Confidant and how do you use it? Would you also board it when you see that the opp boards out all his Swords to plowshares? Or is it just a back-up wincon?
Cheers;
Jon
Re: [Deck] R/G Combo Lands
On Bob:
Typically speaking (though it seems counterintuitive), you probably want to board Bob in against white decks, since Rest in Peace is a beating. Of course, people aren't boarding out their Swords against us, so he's got a target on his head, but at least that's one less plow for Marit. I think boarding him in against combo decks is also feasible, since those are the matchups where you really want to draw nonland cards. Still, he does seem awful slow in those scenarios. You might also board him in against Deathrite decks, but not against tempo decks, so that really only means Shardless Bug.
On Death and Taxes:
Definitely second the notion that we are the control deck. The matchup is probably something like fifty-three to fifty-five percent in our favor, depending on each build--but they have so many tricks for a Marit that you absolutely have to just control the game with Punishing Fire. Of course, at that point, if you've got Fire going, you're a heavy favorite and your opponent should concede, but a lot of Death and Taxes players think their tricks will get them further than they actually can in that scenario. Draws you lose to will be turn one Mom, turn two Revoker on Mox or Thalia with Port and Waste back up. Not much you can do in those cases. You just get your ass kicked and it feels like it.
Re: [Deck] R/G Combo Lands
I saw a lands deck on camera today that had warping wail in the sideboard. What do you guys think playing 3 in the side?
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Re: [Deck] R/G Combo Lands
Would rather use my mana to control Lands. If I have a port free I would rather use it then hold up two mana.
Re: [Deck] R/G Combo Lands
Hey guys,
I made a playlist of RG Lands MU's. It only contains paper MU's (SCG, Snap Casters, and Atomic Empire to name a few), and will be updated as time goes by.
Just another source for information.
EDI: I know it hasn't all MU available, and I need to sort them.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Chatto
Hey guys,
I made a
playlist of RG Lands MU's. It only contains paper MU's (SCG, Snap Casters, and Atomic Empire to name a few), and will be updated as time goes by.
Just another source for information.
EDI: I know it hasn't all MU available, and I need to sort them.
Well done! This should be on the front page.
I'll see if I can get permission to upload my UR Delver matchup to YouTube for the playlist.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
gigapatrick
On Bob:
Typically speaking (though it seems counterintuitive), you probably want to board Bob in against white decks, since Rest in Peace is a beating. Of course, people aren't boarding out their Swords against us, so he's got a target on his head, but at least that's one less plow for Marit. I think boarding him in against combo decks is also feasible, since those are the matchups where you really want to draw nonland cards. Still, he does seem awful slow in those scenarios. You might also board him in against Deathrite decks, but not against tempo decks, so that really only means Shardless Bug.
Thanks for the explanation, Patrick!
What I still don't fully understand is why we dedicate three SB slots for a match-up which we will will anyway. I think that shardless BUG is one of our best MUs (as they can't really handle our token). I've never really lost against this deck and thought that Bob might be good against other decks as well. But if we don't board it against tempo, not against combo (=too slow) and only in a MU which we will win very likely anyway - what is it actually good for?
Thanks;
Jon